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skbenga

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Posts posted by skbenga

  1. 17 hours ago, (PS4)RenovaKunumaru said:

    Leave Zephyr alone. She needs no changes at all.

    Everything she does it absolutely perfect and exactly how DE intended her to be played.

    If you have any complaint about her kit, it's because you don't know how to use her.

    My tornados can kill level 160 in the simulacrum with the augment, she's fine as is.

    DE please stop catering to these whine requests, they don't know how to play her.

    It's a little harsh to call this a whine don't you think?

    All I have  done is give my feedback on a warframe i have played on a forum dedicated to collecting feedback on warframes. am i in the wrong place for this?

  2. I am afraid that if we asked for a rework of the ability such as some of the suggestion you guys have made, we may not get any changes at all (regarding changing the charge mechanic and duration stats effecting it and all that).

    My hope is that if the tweaks we can suggest are small/easy enough to implement, DE might go ahead and make the changes in a simple hotfix. Then we can see the changes happen (if they did) before the next Saryn rework. 

    I do agree that the hold to float mechanic is pointless. in open word situations you can just tailwind high into the air, look down and snipe enemies as you float like a feather back down to the ground. you will get more height and more hang time than what the hold mechanic could ever give you. While in the non open world maps, you bash your head on the roof then shoot at enemies who are eye level with your junk, so its not like they are going to miss when shooting back... i guess i just don't get it's point. far better i think would be to allow jump to jump out of the animation and if you recast tailwind while in a tailwind, you should do a hard brake. With that being said, if we were asking for a change like this, then i don't think DE will oblige anytime soon. 

  3. I have been spending a bit of time with the bird frame and wanted to share my feedback in case DE or any one is interested.

    TLDR: allow bullet slide, wall latch and jump to interrupt the casting animation of Tail wind.

    When using tail wind in a non open world tile set, i find it has some clunky aspects that can be easily fixed by allowing other inputs to override the the animation.

    Issue 1: when you want to use tail wind to cover ground fast, you cast it in a forward direction and if your feet touch the ground, you stop dead. I find this can be counter productive when trying to get somewhere fast with the "get somewhere fast ability".
    Fix 1: If CROUCH is held during the animation but before you land, Zephyr starts the bullet slide animation. hitting the ground she slides keeping some form of momentum. It could be used the same way as the bullet running technique but instead of jump you would use tailwind. you get the extra speed but at the cost of energy.

    Issue 2: If you want to tail wind up to a high point on a wall in order to wall latch, you have to wait for your tailwind animation to complete before you can initiate the latch. this lag feels forced and unnatural and i find myself waiting for the animation to end so that I can start shooting from my vantage point.
    Fix 2: Allow wall latch to cancel tailwind animation and immediately wall latch. In games you can then fluidly boost to a wall, latch, shoot, boost to another wall, and repeat. This could create a fun unique style of play.

    Finally although this is not a fix for any issue it would create interesting game play. So Following the same idea, pressing Jump could also cancel the animation with a double jump. This will effectively slow you right down but you floating in the air due to zephyrs passive ability. you could quickly follow this up with aim glide to do some aerial damage.
    (ultimately i would like to see jump give her a custom "slam to a halt" animation that blows a wave of air that continues for the remaining duration rag dolling enemies in its path.)

    That's it. These are only my thoughts and are in no way meant to be taken seriously.
     

  4. Hi i would like to point out that if you have toggle sprint toggled on and then use cloud walker, when you leave cloudwalker sprint is toggled off.

    Would be great if it didnt.

    many thanks.

  5. best setup so far for me is the following:

    LSHIFT: Crouch
    R = Roll (hold to toggle Sprint)
    Q = quick change weapon
    F = Reload
    Z = Gear Wheel

    I would still like to see an extra binding added for "roll/crouch" but until its a feature this will have to do.

  6. 5 minutes ago, swiftasacoursing said:

    Wouldn’t this make it impossible to get that speed boost from quickly tapping the crouch key while moving

    As apposed to bullet slide, bullet jump or Roll? i think all three are faster than the fakey slide. 

    The other problem is that the roll is supposed to be used with directions so you can roll in 4 directions. putting roll on R  means i cannot roll to the right. But then who in warframe rolls in any direction other than forward. 

    I might Reset my controls and try this:
    Q: Roll/Sprint
    SHIFT: Crouch
    CTRL: Gear Wheel
    Toggle Sprint: On

    That will keep my reload where it belongs on R.
     

  7. I like your suggestion. I could move reload to F, switch weapon to Q and the gear wheel to Z. It would also work well with my Limbo as roll would then be right next to the abilities. 
    i wouldn't need to hold it down as i use toggle sprint. but i still would like to have sprint as the default option between sprinting and running.

    With that being said. i dont see a problem with making the controls easier to use. the games should be hard... not the controls. and thematically crouch and roll are both stealth moves. it makes sense to me to have them both on the same button.

    Neither of these two points hold any merit tho as they are only my opinion. ill try the new keybindings tonight and see if i can get used to them.
    R = Roll (hold to toggle Sprint)
    Q = quick change weapon
    F = Reload
    Z = Gear Wheel

  8. After The devstream where Steve mentioned possible control changes, I went out and tried my own variation:

    - I moved "Hold to crouch" to Shift.
    - I moved "dash/sprint" to Ctrl.
    - I turned on "Toggle Sprint".
     

    now at the beginning of every mission i hold ctrl for 2 seconds to get the sprint (if I don't hold it, I will roll)
    and then I use shift and space so my thumb and pinky don't move all too much. But there is room for improvement and I would like to ask for two new additional features if possible.

    1. I would like new a setting added called "Sprint by Default". When toggled on, you are always sprinting unless you press the sprint button to make you move slower.
    2. I would like an new binding added called "Crouch/Roll". tapping crouch initiates a roll. holding it works as it does now.

    Are these options possible at all I am not to sure but if they are I would like to see them added to the game.

    By adding these as additional (off by default) settings, it wont interfere with anyone else and all who find them can try them out.

    EDIT: CONTROLLER HAS IT L1: CROUCH SLIDE ROLL

    please bring this to pc

     

     

    • Like 1
  9. Firstly, I am not sure about others but i would like to see a change in the controls for any of the dash/charge abilities.
    rhinos charge, void dash, Hydriods wave, etc.

    as it stands range is what controls the dash. if you have high range you will dash far whether you want to or not.
    I propose that we change the dash mechanics to a Hold button ability so that we can stop mid dash if we choose to.

    Does anyone have any thoughts on this?
     

  10. two ideas i thought i would share.

    1. pet controls and statuses. the idea is you can command your pet with a contextual button (lets call it a "pet ping").

    • if you "pet ping" an enemy, your pet would change to "aggressive mode" (seen with some sort of indicator by its name in the hud). while in aggressive mode it will continue to seek out and attack enemies within x range till its told to stop (hold pet ping for 3 seconds) or until another command is given.
    • If the [Scavenge] mod is equipped, you could then "pet ping" crates to cause the pet to openly search and prioritize looting crates (an indicator would show by pets name in the hud) till commanded to do something else or to stop entirely .
    • "Pet pinging" an ally or defense targets would tell the to protect. it would attack enemies that attacked the defense target (indicator...pet name...hud, etc).
    • You could "pet ping" the ground and they could hold/defend the position. this could be used in spies to stop enemies from rushing in if that sort of thing ever happens to you (once again indicator on the name in hud).
    • finally if no command is given or if a command is cancelled (hold 3 seconds) then the pet goes back to its usual routine, picking what it wants to do as its AI dictates currently (no marker would show in the hud).

    2. Chesa's Retrieve and the newly proposed chesa-crate ability (as mentioned on the devstream). 

    • keep retrieve mod as is. but now he runs of "retrieves" a body, drags it back to the warframe, sits, barks (smilingly, tail wagging, etc) , then runs out to fetch another body. this could tie into pet controls. if "retrieve" is equiped, then you can "pet ping" a dead body and it would actively prioritize fetching corpses.
    • when the body is dropped, the re-loot roll can then happen (think single desecrate).
  11. 6 minutes ago, Genesix6 said:

    I would like Volt and Rhino pipi to be removed

    then he can no longer be called Rhino. its not like you can see his cod piece from over the shoulder so just avoid the arsenal and you will be fine. or try not to stare... its impolite.

  12. Would replacing vaubans minelayer ability with the ability below make him more fun to play?

    Explosive charges:

    Vauban can drop up to 8 explosive charges. charging the ability detonates the charges.

    i think this could work well with vauban. he could kite enemies down a coridor while dropping charges then detonantes them as he exits the other end.
    He could throw charges into vortex effectively loading it with extra damage.
    It could have a meme-ish knock back effect that lifts enemis a foot into the air while ragdolling them. you could prep a room and then watch as all enemy are flung double their hight into the air and ragdolling to the ground.

    I am not saying he needs a change or anything, i just thought that a granadier themed frame should carry a little c4 with him.  

  13. Hey all,

    Nyx has always been the brunt of power creep but with the new revenant frame coming out soon it might be the last nail that gets DE to rework her.

    So I thought we might create a thread where we can suggest mind control themed abilities that might bring her back into the current meta. We dont need to be too specific. I just want to provide some cool ideas in the hopes that someone at DE see's this.

    "IGNORE"
    Nyx invades the minds of her enemy hiding her presence. Enemies effect by tunnel vision cannot see or hear Nyx. does not work on camera's and turrets. she does not become invisible, she just removes herself from the minds of her foes.
    this would work like equinox's sleep ability where you will cast a small aoe on a target who will then be effected for x amount of time. it would become a new stealth mechanic where you have to pre-prime the targets as you run through missions.

    possible augments:
    - effected enemies cannot see or hear your teammates as well.
    - effected enemies are open to finisher attacks.

    "BLIND RAGE"
    BLIND RAGE sends enemies into a fit of rage. Enemies effected become disarmed, gain x% movement speed and take x% extra damage. Effected enemies will exclusively try to attack nyx. The range on this should be huge and would effectively be a mix between a mass disarm, mass aggro and a mass speed nova. this would be an instant cast, high cost, high range, aggro ability. Enemies will first exclusively try attack nyx. if she in untargetable (due to invis or IGNORE or similar mechanics) they will then prioritize the nearest tenno. if all tenno are untargetable then they will attack the nearest foe.

    "MINDS EYE"
    Nyx channels her minds eye and is able to see all enemy on the map. Nyx sees the tileset in grayscale and enemies who are in range glow her energy color (think scoped argonak) and can be seen through walls. Enemies in range are marked on the minimap while MINDS EYE is active. this would be a togglable ability that drains energy per second. range of effected seen enemy increased with range mods. 

    "MEMORY WIPE"
    Nyx wipes the minds of her foes. they are staggered for a few seconds then they have their alert levels reset and they go about their usual "duties". 

    "MEAT SHIELD"
    This one is more on the telekinetic side of mind control.
    Nyx uses her telekinetic abilities to force enemies off their feet making them orbit around her body as a meat shield. the idea is that she will cast the ability on an enemy and they will be sucked into her orbit where they will hang a few inches off the ground as if they have been pinned to a rotating wall by a bow (me trying to describe the animation effect). she can stack up x amount of enemies depending on power strength. range will increase the radius. duration effects how long enemy can hang. enemies suspended in the meat shield will take damage from incoming enemy fire. dead enemies will be dropped.  aiming down sights will open a gap between the suspended enemies to give her line of sight.
    possible augments:
    - force the meat shield to fight for you. hanging enemies will engage enemies, firing at them with their guns.

    TLDR: here are some ideas for possible Nyx abilities if she were to get a rework. If you think you have some cool concepts of abilities for her, feel free to post them below

  14. 22 hours ago, DrakeWurrum said:

    Go to your settings and try the experimental controls. You basically stop the moment you let go of the movement keys.

    tried it. doesnt work.
    Test case: press W, Shift and Space for 6 seconds to reach high speeds. Release all buttons then press S (back). measure time to stop/reverse.

    experimental flight mode off: 6 seconds to reverse
    experimental flight mode on: 6 seconds to reverse

  15. 1 hour ago, (XB1)GhostofaMessiah said:

    You've got nothing but good ideas, but they're seriously complicated. Not sure DE could keep it all straight. 

    I'm hoping that one off the staff will find this post and fall in love with the idea.

    if we can get a rework like i have suggested i think it would make Vauban a very tactical frame.

    my hopes is that beginners would start with the bastille spam build for its simplicity while more advanced players would be able to do so much more. This ability could make vauban be to warframe what invoker is to dota2. 

    Vauban is supposed to be an Engineer not a granadier. the fact that all his current abilities are deployed using grenades doesnt really fit his theme.

  16. 4 hours ago, (XB1)GhostofaMessiah said:

    This is really creative! I can't believe I'm the first comment. 

    Right?!

    more ideas:
    - while the ability is active dragon keys have no debuffs. 
    - archwing launchers spawns with full mana.
    - scanners cast blind on units scanned (this can carry over to helios).
    - sentinels gain x attack range, and additional loot and enemy detection range.
    - sentinel weapons have no reload speed and gain overheat.


     

  17. Tinker
    for x seconds, vauban augments his equipment on the fly to increase performance and utility. effected by duration and efficiency.

    - melee and range weapons gain x electric damage with 100% chance to status.
    - health, ammo and energy restore pads will have double range and twice as many procs in the same duration.
    - tenno specter drops an identical vauban robot that can cast bastille.
    - syndicate spectres drops an ambulas.
    - cyphers get force used when hacking. (make a good speed run build for spy)

    - removes cooldown for air  support charges. (imagine 6 of xipho's turrets defending objective, or chaining liset's override to perma lock a botched spy while another tenno hacks.

    these are some ideas but we can augment all the equipment to do something cool. 

    EDIT:

    DE doesn't have to implement these idea's specifically. The main point is that the suggested ability augments all of vauban's equipment.
    more ideas of augmented equipment is welcome on this thread.

  18. i dont see a content drought?

    just this year we have received zephyr prime, Limbo prime, Umbra and khora with their associated weapons, alt skins, and attachments. With that there was a limbo rework. POE released late last year and since then we had "shrines of eidolon" , "beasts of the sanctuary" and now "the sacrifice" updates. they have been adding plenty of assets such as harry and garry, daragyns etc. they have even been adding new tiles to the tylesets.

    all of the above has been tweaked many times over in the 74 updates released just this year.

    incoming changes include damage rework, melee rework, fortuna, new frames and MFing space battles in the form of Rail Jack, giant spiders and hover boards. what more do you want?!

    1. Warframe is a looter (think 3rd person view of diablo with a space ninja theme) so adjust your expectations. there is lore, there is PVP, but mostly its about killing hoards and getting stacked.
    2. Warframe has more content than all (if not then most) comparable games.
    3. Warframe is FREE TO PLAY which limits the amount of developers. considering what has been done, you cannot ask for too much more.

    @OP if you're bored, then go slay the eidolons. they will net you plenty of focus to make your operator l33t, and you will get some arcanes which will make your frames even stronger.
    bored of that? then you got sorties, alerts, bounties, kuva floods and siphons. there is also the conclave and warframe football. go play some wyrmius and flappy zepher if you must.

    personally i spend most of my time on fashion frame cause i believe it doesn't matter what you do as long as you look good doing it.

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